diff --git a/tutorials/shaders/shader_reference/shading_language.rst b/tutorials/shaders/shader_reference/shading_language.rst index 97f91d19865..00debc8e00b 100644 --- a/tutorials/shaders/shader_reference/shading_language.rst +++ b/tutorials/shaders/shader_reference/shading_language.rst @@ -102,7 +102,7 @@ Most GLSL ES 3.0 datatypes are supported: Comments ~~~~~~~~ -The shading language supports the same comment syntax as used in C# and C++, +The shading language supports the same comment syntax as used in C# and C++, using ``//`` for single-line comments and ``/* */`` for multi-line comments: .. code-block:: glsl @@ -912,7 +912,7 @@ You can access ``int`` values as a readable dropdown widget using the ``hint_enu You can assign explicit values to the ``hint_enum`` uniform using colon syntax similar to GDScript: .. code-block:: - + uniform int character_speed: hint_enum("Slow:30", "Average:60", "Very Fast:200") = 60; The value will be stored as an integer, corresponding to the index of the selected @@ -1058,7 +1058,7 @@ Per-instance uniforms .. note:: - Per-instance uniforms are only available in ``spatial`` (3D) shaders. + Per-instance uniforms are available in both ``canvas_item`` (2D) and ``spatial`` (3D) shaders. Sometimes, you want to modify a parameter on each node using the material. As an example, in a forest full of trees, when you want each tree to have a slightly